Beth Beinke

Level Designer and World Builder
ebeinke@gmail.com

The Digital Portfolio of Beth Beinke



Mafia III


I worked as a level designer at Certain Affinity while we assisted Hangar 13 with open world level design for Mafia III:

"After years of combat in Vietnam, Lincoln Clay knows this truth: family isn’t who you’re born with, it’s who you die for. Now back home in New Bordeaux, Lincoln is set on escaping a criminal past. But when his surrogate family, the black mob, is betrayed and wiped out by the Italian Mafia, Lincoln builds a new family on the ashes of the old and blazes a path of military-grade revenge through those responsible. Intense gun fights, visceral hand-to-hand combat, white knuckle driving and street smarts will all be needed. But with the right crew, tough decisions and some dirty hands, it’s possible to make it to the top of the city's underworld."

July 1, 2013+br771+br680+br1



DOOM (2016)


I worked as a level designer at Certain Affinity while we assisted id with the DOOM multiplayer:

"Dominate your opponents in DOOM’s signature, fast-paced arena-style FPS combat. In both classic and all-new game modes, annihilate your enemies utilizing your personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon."

July 1, 2013+br771+br680+br1



Call of Duty: Modern Warfare Remastered


I worked as a level designer at Certain Affinity while we assisted remastering Call of Duty: Modern Warfare in order to preserve the initial level and gameplay experience while the visual fidelity was increased across the board:

"One of the most critically-acclaimed games in history. Call of Duty®4: Modern Warfare®, is back, remastered in true high-definition, featuring enhanced textures, rendering, high-dynamic range lighting, and much more to bring a new generation experience to fans."

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite


I worked as a level designer on Bioshock: Infinite. This included designing and scripting combat, narrative sequences, and layout/flow for the level "Finkton", prototyping and iterating on new tech, designing maps used in usability testing, AI companion scripting, and more.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Burial at Sea Episode 1


I worked as a level designer on the "Housewares" level from Burial at Sea Episode 1. This included designing and scripting combat + narrative sequences, AI companion scripting, and layout/flow.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Burial at Sea Episode 2


I worked as a level designer on the "Columbia" level from Burial at Sea Episode 2. This included designing and scripting combat + narrative sequences.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Bioshock: Infinite DLC: Clash in the Clouds


I designed and scripted combat in several of the levels in Clash in the Clouds.

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1

July 1, 2013+br771+br680+br1



Shoot Many Robots


Shoot Many Robots is a 4-player co-op, run-n’-gun RPG released on XBLA. I worked as a level designer, designing and developing over half of the levels, including the following below. This includes writing design docs with paper maps, environment designs, and narrative specifics; greyboxing and propagating levels with static meshes; and scripting combat encounters.

June 7, 2011+br771+br680+br1

June 7, 2011+br771+br680+br1

June 7, 2011+br771+br680+br1

August 24, 2011+br771+br680+br1



Lord of the Rings Online: Mines of Moria


I worked as a world builder to design and create several guildhalls as well as several dungeon and above-ground quests for Mines of Moria.

July 1, 2013+br771+br680+br1